Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
Good thing about subscription mmo's is that they have huge potential to implement tons of new features post launch!
Hopefully crafting will be instant, in a sense that there will be a 10-50 second long hammer smashing animation and you get your product, unlike something like sending a worker to do the crafting which can take about 5-12 hours to complete.
If its the former, then I wonder what happens if you use mats, start channeling, and then in middle of channel someone attacks you and kills you.
So you forge the sword with lava from the volcano and theres only a 10% chance for it to merge with the mats?
I think traveling to that specific spot is enough effort if you consider that there will be bandits that try to steal the specific rare mats (to craft the sword) you just brought to them far away from civilization.
Rng is just a replacement of thought out mechanics, so if you have a mechanic, like 'bring the iron together with the 'magic binding frozen orb' to the anvil at the volcano within 15 minutes or the orb is becoming water', you have something and theres no need for rng left.
Adding rng to complete mechanics is a sin. It just forces people to repeat the same content over and over again. That might increase the time it takes to complete the game without extra developing effort, but it also makes the game frustrating/less enjoyable.
And since you'd actualy be crafting the sword at that place, its crafting and not enchanting..
Enchanting is synonym to adding some effect later on.
So +1 for no rng through dev statements.
Steven-09/06/2017
Well yea thats true, but if we take effort into theorycrafting neat mechanics, theres at least the possibility for them to implement cool stuff provided by us. They might not even read anything of that, but if they think they could need some ideas at some point -> theres already a complete discussion about the topic with various solutions.
They actualy dont have too much money to make this game and providing discussions about mechanics is another kind of donation imo.
If the game fails in the end, it at least wasn't our fault by providing too few ideas about how to create a better game.
Also, discussing about game mechanics is a nice time sink while waiting for the actual game smh lol.
Next thing ya know someone is gonna want moon phases to affect item drop chances and crafting success rates. ; ;
werewolf drop tables should change at full moon
and there gotta be special herbs in clear nights!